Scout Captain
Monster Manual (2025) p. 270
- Size
- Small
- Type
- humanoid
- Alignment
- neutral
- AC
- 15
- Initiative
- 5
- Hit Points
- 66 (12d8+12)
- Speed
- walk 30 ft., climb 30 ft.
- Saving Throws
- Dex +5, Int +4
- Skills
- Survival +6, Stealth +7, Perception +6
- Passive Perception
- 16
- Languages
- Common plus one other language
- Challenge
- 3
- Lineage
- Scout
- Environment
- any
Traits
Proficiency Bonus
+2
Gear
Longbow, Shortsword, Studded Leather Armor
Treasure
Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.
Size
Small, Medium
Actions
Multiattack
The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword
Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Longbow
Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Aim (Bonus Action)
The scout has Advantage on the next attack roll it makes during the current turn.
Reactions
Uncanny Dodge
Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.
Other data
description
Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
Scout Captain: Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time.